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Add functionality to be able to set default values to metadata
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+4
-1
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2 files changed

+4
-1
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Editor/Common/AssetMetadataUtility.cs

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Original file line numberDiff line numberDiff line change
@@ -149,7 +149,8 @@ public static CustomAssetMetadata Add(UnityEngine.Object target, Type type)
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{
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assetMetadata.name = type.Name;
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assetMetadata.reference = target;
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AssetDatabase.AddObjectToAsset(assetMetadata, assetPath);
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assetMetadata.OnReset();
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AssetDatabase.AddObjectToAsset(assetMetadata, assetPath);
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AssetDatabase.ImportAsset(assetPath);
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AssetDatabase.Refresh();
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return assetMetadata;

Runtime/Baseclass/CustomAssetMetadata.cs

Lines changed: 2 additions & 0 deletions
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@@ -10,4 +10,6 @@ public abstract class CustomAssetMetadata : ScriptableObject
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// These methods are to handle creating and destroying metadata in the editor and not leave the asset dangling
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[Conditional("UNITY_EDITOR")] private void OnEnable() { if (Application.isEditor && reference.isSet && !reference.isBroken) MetadataLookup.Register(reference, this); }
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[Conditional("UNITY_EDITOR")] private void OnDisable() { if (Application.isEditor && reference.isSet && !reference.isBroken) MetadataLookup.Unregister(reference, this); }
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public virtual void OnReset() { }
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}

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